I'm not sure if you're asking for acknowledgement or criticism but my thoughts are pretty much the same for both... If you want acknowledgement then you should make a tumblr account (or any social site with tons of amateur artists, meaning not ArtStation), follow some artists and like/comment on their work. Make friends…
Stop wasting time on your demo reel. Reels are practically useless in the game industry for env art. The only benefit is for doing flythroughs if you've created a large and complex level, which you don't have, and even then most people won't click on it. Spend presentation time on your website instead, your navigation and…
The automated retopoloy and UV mapping seems like it'll work, though I still need to tweak the process more to get it cleaner. Here's my test result; It has an acceptable polycount for a modern game (I think this one is sitting at ~1,800?), and I can get the final result to look perfectly fine. Though if you saw either the…
Right, in every area that you see any significant waviness in these models it should: A. Be a relatively unimportant area/Never ever be seen in FPV. B. Actually look good from many angles in third person, but this is moot anyway because the game uses separate LOD models. Simply put, you would absolutely never notice this…
I feel like so far Slosh has given the best advice, which is (he can correct me if I'm interpreting him wrong), but: try to stop delineating muscles and anatomy with thin lines. Instead of 'etching' on the surface of your blockout, try to think in general terms of shape and mass. The problem I see you having is that your…
I often thought on this a lot before, not so much anymore. Mostly because the word or idea of "fun" doesn't apply to a lot of today's experiences. For example I've just recently got to play through some of the Walking Dead by TellTale. Those games definitely aren't pure "fun" but they are for sure entertaining. Now I think…
I don't really see the advantage. Classically several negative and positive molds are made working up to a material that can withstand the pressures the mold will come under for the given process, like Disco Stu said. There's a good chance that the material you print with, will really suck as a negative mold. Which means…
So here are the results from a quick redo of the smoothing groups and topology, as well as a quick uv map. This is primarily to show where you should have hard edges and split uvs, you shouldn't necessarily unwrap it the same way I did since it was done really quickly and without worrying too much about texturing. You'll…
Hey man, So it looks like switching to displacement was really good for your SSS. Since using displacement instead of normals forces the renderer to consider the micro detail as SSS, you tend to get a much warmer scattering. It looks like you're using a more saturated red/pink for the SSS, typically this is the scattering…
It's a matter of taste, I suppose, but I prefer a two-tier layout - project image links on the main page leading to images for each project. I just find this makes navigation cleaner and allows me to quickly get to those images that interest me. I also prefer thumbnails that are considerably smaller than the linked image…